Hi again
@faatal .First of all Thx for reading and interacting on this subject. Your help is very welcome. I'm decided to keep on the feedback while I try to painfully test and, after going through the screenshots I noticed something that might help. The time between DECO writes seems to be a minute. If you bring it down to 10 or 15 seconds it should have a bigger overall overhead but WAAAY more stable framerate as there's four to six times less to write. As the problem is worse when the load is higher (when there are chunks with buildings) the way to go might be to just increase the writing frequency in smaller batches.
In theory, what I'm suggesting should work and reduce almost any writing-related bumps except the theoretical high time of the worse case scenario (606ms worth of stuff in real time when paused).
In my later test I encountered several 189ms bumbs, so I could say that the 606ms one is a 1% case (it did happen, is just that I paused after, more of that below) I also defragmented as you suggested and it did not do much, but yes, a little bit better, I would say a 5ms improvement on average tops (It's only been 2 weeks since my last one).
As you can see, the 606ms saving one was a big bumb, and it really makes reference to all the DECO handling and stuff happening before the fact, but because I paused it after due to that pesky Zombie in order to take the screenshot then the feedback might be contaminated. I have more screenshots, no threats and in real time. Each chunk saving is from pausing I guess, but there's a relation between the size, the bumps and the DECO handling.
As you can see in the 3rd screenshot, there's no chunk writing because I didn't pause, but the Warnings hint at the problem and in every screenshot I did get a bumb.
The lightest one being 120ms (last screenshot) but anything over 70ms after the paused fact is a direct tell of an incremental bump of proportional intensity just before (lots of DECO being handled at once).
CONCLUSION: Plz, it sounds counterintuitive, but increase the DECO writing (saving?) frequency while spreading the load/unload. There's got to be a point in which if the frequency is too high the performance takes too big of a hit, but if you save DECO, say, each 10-15 seconds, the average fps could get just a small drop in exchange for a smoother experience. That, plus your recent 19.2 fixes, should do it for a19 performance and beyond.
If it works, the huge 606ms rare drop "tip paused result" should still give away the big freeze moment, but at 10 seconds DECO handling there would be 6 times less stuff to write so the DECO impact could theoretically be reduced. From there, you can try 5 second DECO saving/ writing and see what happens. 5-second writing could be taxing OR sustainably bearable. I would take the last one any day.
Again, thx and I hope this helps. Edit: Gamesparks and EAC is off in all the tests. The issue happens in ALL game modes.
Edit: I suspect that the DECO handling is heavily microhandled and I do still tend to mistake console notifications for the real thing. The core is right though. You need to micromanage it so it loads/unloads more often and in THE LEAST cuantities possible, resulting in a a more stable experience with not so big of a fps average hit.